Author Topic: C# Aurora v0.x Questions  (Read 183869 times)

0 Members and 1 Guest are viewing this topic.

Offline chrislocke2000

  • Captain
  • **********
  • c
  • Posts: 544
  • Thanked: 39 times
Re: C# Aurora v0.x Questions
« Reply #375 on: May 29, 2019, 07:33:24 AM »
For the new race comparison chart is that SM only or will there be a non SM version where the details get revealed as you gather more intelligence?
 

Offline Steve Walmsley

  • Moderator
  • Star Marshal
  • *****
  • S
  • Posts: 11649
  • Thanked: 20349 times
Re: C# Aurora v0.x Questions
« Reply #376 on: May 29, 2019, 08:59:27 AM »
For the new race comparison chart is that SM only or will there be a non SM version where the details get revealed as you gather more intelligence?

At the moment it is for races the player only without SM. I probably should add SM requirement in case a hot seat game.
 

Offline Hazard

  • Commodore
  • **********
  • H
  • Posts: 643
  • Thanked: 73 times
Re: C# Aurora v0.x Questions
« Reply #377 on: May 30, 2019, 02:45:34 AM »
With the comparison menu and tracking, as well as the changes in espionage mechanics, would it be possible to have a comparison screen where your own resources are compared to the (estimated) resources of any known other powers?
 

Offline Steve Walmsley

  • Moderator
  • Star Marshal
  • *****
  • S
  • Posts: 11649
  • Thanked: 20349 times
Re: C# Aurora v0.x Questions
« Reply #378 on: May 30, 2019, 03:52:47 AM »
With the comparison menu and tracking, as well as the changes in espionage mechanics, would it be possible to have a comparison screen where your own resources are compared to the (estimated) resources of any known other powers?

The ELINT module will tell you over time what installations are at other populations, so something on those lines would be possible.
 

Offline JustAnotherDude

  • Sub-Lieutenant
  • ******
  • J
  • Posts: 114
  • Thanked: 56 times
Re: C# Aurora v0.x Questions
« Reply #379 on: June 08, 2019, 08:09:38 AM »
Are you planning on making it so NPRs fighting in some far off system doesn't force the game into small increments? Or is that just how it's gonna have to be?
 

Offline amram

  • Lieutenant
  • *******
  • a
  • Posts: 154
  • Thanked: 79 times
Re: C# Aurora v0.x Questions
« Reply #380 on: June 08, 2019, 06:13:47 PM »
probably how it has to be, though I think it would be sensible to have an option the player can enable, which allows auto incrementing the NPR interrupts until the player's intended increment is reached, kinda like the old force x increments before interrupting, except, force auto for NPR only interrupts.

in c#, I suspect we'll notice, but not 20 mins later kind of notice, just, oh look, that one wasn't instantaneous.
 

Offline Steve Walmsley

  • Moderator
  • Star Marshal
  • *****
  • S
  • Posts: 11649
  • Thanked: 20349 times
Re: C# Aurora v0.x Questions
« Reply #381 on: June 10, 2019, 05:14:14 AM »
Are you planning on making it so NPRs fighting in some far off system doesn't force the game into small increments? Or is that just how it's gonna have to be?

If they are firing on one another the game has to run in small increment to handle the combat. However, C# is much faster than VB6 so a few small increments should not be an issue. I am currently running five races in the same system, which causes a significant slowdown in VB6, yet C# is running increments (even the 5-day construction phases) in less than a second.

The only time the game should actually interrupt and require you to click an increment button will be for events affecting players.
 
The following users thanked this post: waresky, Ayeshteni, snapto, SpikeTheHobbitMage, TacticalStats, Agoelia, Hallec

Offline TMaekler

  • Vice Admiral
  • **********
  • Posts: 1112
  • Thanked: 298 times
Re: C# Aurora v0.x Questions
« Reply #382 on: July 06, 2019, 12:19:26 PM »
Is there anything that is going to change in regards to retooling between similar designs for a shipyard or are the rules identical to VB Aurora? Couldn’t find anything about that in the change List ...
 

Offline Steve Walmsley

  • Moderator
  • Star Marshal
  • *****
  • S
  • Posts: 11649
  • Thanked: 20349 times
Re: C# Aurora v0.x Questions
« Reply #383 on: July 13, 2019, 05:14:27 PM »
Is there anything that is going to change in regards to retooling between similar designs for a shipyard or are the rules identical to VB Aurora? Couldn’t find anything about that in the change List ...

Retooling rules are the same.
 

Offline Tikigod

  • Lieutenant
  • *******
  • Posts: 195
  • Thanked: 55 times
Re: C# Aurora v0.x Questions
« Reply #384 on: July 18, 2019, 07:54:13 PM »
With the C# version might we see a better split between civilian and military leader training?

So rather than having all leaders come from military academies and a singular training grade level, could there be a civilian leadership training complex and then a separate complex for military leadership training with the option to different grade of training between Civilian and Military. 

It can be quite annoying at times playing a more pacifist or military light empire and wanting a strong science/civilian sector in your empire and having to build military academies that spew out countless dozens upon dozens of military officers just to generate some scientists and civilian administrators.
The popular stereotype of the researcher is that of a skeptic and a pessimist.  Nothing could be further from the truth! Scientists must be optimists at heart, in order to block out the incessant chorus of those who say "It cannot be done. "

- Academician Prokhor Zakharov, University Commencement
 

Offline Steve Walmsley

  • Moderator
  • Star Marshal
  • *****
  • S
  • Posts: 11649
  • Thanked: 20349 times
Re: C# Aurora v0.x Questions
« Reply #385 on: July 19, 2019, 03:04:48 AM »
With the C# version might we see a better split between civilian and military leader training?

So rather than having all leaders come from military academies and a singular training grade level, could there be a civilian leadership training complex and then a separate complex for military leadership training with the option to different grade of training between Civilian and Military. 

It can be quite annoying at times playing a more pacifist or military light empire and wanting a strong science/civilian sector in your empire and having to build military academies that spew out countless dozens upon dozens of military officers just to generate some scientists and civilian administrators.

You can assign the academy an administrator or scientist as commandant, which will produce more of that type.
 

Offline Hazard

  • Commodore
  • **********
  • H
  • Posts: 643
  • Thanked: 73 times
Re: C# Aurora v0.x Questions
« Reply #386 on: July 19, 2019, 04:39:13 AM »
You are also always going to need a large number of naval officers anyway, just to crew all your ships.
 

Offline Tikigod

  • Lieutenant
  • *******
  • Posts: 195
  • Thanked: 55 times
Re: C# Aurora v0.x Questions
« Reply #387 on: July 19, 2019, 04:25:25 PM »
Quote from: Hazard link=topic=10097.    msg115391#msg115391 date=1563529153
You are also always going to need a large number of naval officers anyway, just to crew all your ships.   

But if you're intentionally going for a significantly small military fielding empire then this isn't the case, and a small number of military academies would be more than sufficient for ship crew purposes in such a scenario but not sufficient enough to manage the rest of the civilian aspects of the empire.     

The presentation of choice in managing such things is always better than just assuming everyone will play one set routine.   
Quote from: Steve Walmsley link=topic=10097.    msg115390#msg115390 date=1563523488

You can assign the academy an administrator or scientist as commandant, which will produce more of that type.   

That's great for a more 'hack around' solution to an design limitation, but it would be nice to see some proper separation and control over the different civilian and military branches rather than just having everyone trained by the same military academies.     If there are some potential restrictions in the existing codebase making it a nightmare to handle separate branches of training between military and civilian, even some kind of looser % break-up between civilian and military that the system tries to maintain within that can be adjusted in the empire details window would be a vast improvement over having dozens of leaders being generated for a branch your empire has absolutely no need in for the next 80-100 years or more.   

This is kind of becoming a suggestion more than a question at this point so apologies on that, but if the direct approach of the direct separation of military and civilian academy training is a code management headache then a alternative approach could be something like the player could set a % for graduates the system attempts to adhere to when deciding if a new leader belongs in either a military or civilian branch, so if the player has set their empire training to 80% civilian focus and 20% military focus, then each new leader when generated would have a 80% chance of belonging to a random civilian branch, and a 20% chance to belong to the military branch.   

There would clearly need to be some lower and upper caps to stop just setting one to some absurdly high % but heck maybe the limits of control could even be a civilian research tier if someone wanted to make it be one.   So there's still no direct assignment or absolute control, it would still be possible to have a year where nothing but military leaders or nothing but civilian leaders are generated despite because that's just how RNG decided, but at least the player could properly represent things in a direct and clean manner and influence the inner workings of the empire they're meant to be in control of without using less intuitive quirky workarounds to a design issue.   
« Last Edit: July 19, 2019, 04:34:03 PM by Tikigod »
The popular stereotype of the researcher is that of a skeptic and a pessimist.  Nothing could be further from the truth! Scientists must be optimists at heart, in order to block out the incessant chorus of those who say "It cannot be done. "

- Academician Prokhor Zakharov, University Commencement
 

Offline QuakeIV

  • Registered
  • Commodore
  • **********
  • Posts: 759
  • Thanked: 168 times
Re: C# Aurora v0.x Questions
« Reply #388 on: July 20, 2019, 08:28:22 PM »
I don't really see that as all that important at this point, what we had in the previous version of aurora worked fine even.
 

Offline Scandinavian

  • Lieutenant
  • *******
  • S
  • Posts: 158
  • Thanked: 55 times
Re: C# Aurora v0.x Questions
« Reply #389 on: July 21, 2019, 03:35:47 PM »
But if you're intentionally going for a significantly small military fielding empire then this isn't the case, and a small number of military academies would be more than sufficient for ship crew purposes in such a scenario but not sufficient enough to manage the rest of the civilian aspects of the empire.
I always assumed that the pool of unused administrators, officers, etc. trained by my military academies represented a society-wide recruitment potential from the civilian sector, rather than a pool of active duty but unassigned personnel. Many of the skills of a warship captain would translate reasonably well from the captain of a commercial spaceliner or survey vessel, and there is no good reason a scientist cannot be doing R&D for a private company if she isn't running a government lab. So presumably all those idle military officers waiting to be deployed are enjoying productive civilian careers that are just not simulated, because Aurora abstracts away the details of the civilian economy.
 
The following users thanked this post: Kristover